/Engine/Source/Runtime/Engine/Classes/Engine/NetConnection.h
class UNetConnection : public [UPlayer](API\Runtime\Engine\Engine\UPlayer)
bool
AllowMerge
FNetConnAnalyti...
AnalyticsVars
Net Analytics The locally cached/updated analytics variables, for the NetConnection - aggregated upon connection Close
double
AverageFrameTime
The average frame delta time over the last 1 second period.
float
AvgLag
Average lag seen during the last StatPeriod
bool
bLastHasServerFrameTime
bool
bNeedsByteSwapping
Whether this channel needs to byte swap all data or not
uint32: 1
bPendingDestroy
FString
Challenge
TArray<TObject...
Channels
TArray<TObject...
Children
Child connections for secondary viewports
EClientLoginSta...
ClientLoginState
Login state tracking.
FString
ClientResponse
TSet<FName>
ClientVisibleLevelNames
On the server, the package names of streaming levels that the client has told us it has made visible the server will only replicate references to Actors in visible levels so that it's impossible to send references to Actors the client has not initialized
int32
CountedFrames
Nb of stats accumulated in CumulativeTime
double
CumulativeTime
Total frames times accumulator
int32
DefaultMaxChannelSize
TObjectPtr< cla...
Driver
Owning net driver
uint8
ExpectedClientLoginMsgType
double
FrameTime
TUniquePtr<Pac...
Handler
PacketHandler, for managing layered handler components, which modify packets as they are sent/received
int32
InBytes
Bytes sent/received on this connection (accumulated during a StatPeriod)
int32
InBytesPerSecond
Bytes sent/received on this connection (per second) - these are from previous StatPeriod interval
int32
InitInReliable
int32
InitOutReliable
int32
InPacketId
int32
InPackets
Packets sent/received on this connection (accumulated during a StatPeriod)
int32
InPacketsLost
Packets lost on this connection (accumulated during a StatPeriod)
int32
InPacketsPerSecond
Packets sent/received on this connection (per second) - these are from previous StatPeriod interval
int32
InPacketsThisFrame
Packets received in the current tick
TArray< int32 >
InReliable
int32
InTotalBytes
Total bytes sent/received on this connection
int32
InTotalPackets
Total packets sent/received on this connection
int32
InTotalPacketsLost
Total packets lost on this connection
TMap<FNetworkG...
KeepProcessingActorChannelBunchesMap
This holds a list of actor channels that want to fully shutdown, but need to continue processing bunches before doing so
double
LagAcc
Total accumulated lag values during the current StatPeriod
int32
LagCount
Nb of stats accumulated in LagAcc
FBitWriterMark
LastEnd
double
LastGoodPacketRealtime
FOutBunch
LastOut
FOutBunch*
LastOutBunch
uint32
LastProcessedFrame
double
LastReceiveRealtime
double
LastReceiveTime
Internal.
double
LastSendTime
FBitWriterMark
LastStart
Merge info.
double
LastTickTime
double
LastTime
Monitors frame time
int32
LogCallCount
double
LogCallLastTime
Log tracking.
int32
LogSustainedCount
FOnLowLevelSend
LowLevelSendDel
Delegate for hooking LowLevelSend
int32
MaxPacket
int32
MaxPacketHandlerBits
The maximum number of bits all packet handlers will reserve
TNetAnalyticsDa...
NetAnalyticsData
The net analytics data holder for the NetConnection analytics, which is where analytics variables are aggregated upon Close
TOptional<FNet...
NetworkCongestionControl
int
NumAckBits
Number of bits used for acks in the current packet.
int
NumBunchBits
Number of bits used for bunches in the current packet.
int
NumPacketIdBits
Number of bits used for the packet id in the current packet.
int
NumPaddingBits
Number of bits used for padding in the current packet.
TArray<TObject...
OpenChannels
int32
OutAckPacketId
int32
OutBytes
int32
OutBytesPerSecond
uint8[256]
OutBytesPerSecondHistory
int32[256]
OutLagPacketId
double[256]
OutLagTime
int32
OutPacketId
int32
OutPackets
int32
OutPacketsLost
int32
OutPacketsPerSecond
int32
OutPacketsThisFrame
Packets sent in the current tick
TArray< int32 >
OutReliable
int32
OutTotalAcks
Total acks sent on this connection
int32
OutTotalBytes
int32
OutTotalPackets
int32
OutTotalPacketsLost
TObjectPtr< cla...
OwningActor
Reference to controlling actor (usually PlayerController)
TObjectPtr< cla...
PackageMap
Package map between local and remote. (negotiates net serialization)
TSubclassOf<UP...
PackageMapClass
The class name for the PackageMap to be loaded
int32
PacketOverhead
Negotiated parameters.
FPacketSimulati...
PacketSimulationSettings
Packet settings for testing lag, net errors, etc
TArray< int32 >
PendingOutRec
FUniqueNetIdRep...
PlayerId
Net id of remote player on this connection. Only valid on client connections (server side).
int32
QueuedBits
FOnReceivedRawP...
ReceivedRawPacketDel
Delegate for hooking ReceivedRawPacket
TSharedPtr<FIn...
RemoteAddr
The remote address of this connection, typically generated from the URL.
FString
RequestURL
EResendAllDataS...
ResendAllDataState
This functionality is used during replay checkpoints for example, so we can re-use the existing connection and channels to record a version of each actor and capture all properties that have changed since the actor has been alive...
int32
ResponseId
FBitWriter
SendBuffer
Packet.
FBitWriter
SendBunchHeader
The singleton buffer for sending bunch header information
TArray<TObject...
SentTemporaries
This actor is bNetTemporary, which means it should never be replicated after it's initial packet is complete
TWeakPtr<State...
StatelessConnectComponent
Reference to thePacketHandlercomponent, for managing stateless connection handshakes
float
StatPeriod
Interval between gathering stats
double
StatUpdateTime
Stat display.
int32
TickCount
bool
TimeSensitive
FURL
URL
TObjectPtr< cla...
ViewTarget
The actor that is currently being viewed/controlled by the owning controller